Prolific plugin creator Fenric has released another helpful Carrara addon called MOVE TO CAMERA, and that is exactly what it does: selected items in the Assembly Room hierarchy are moved directly in front of the current rendering camera.
This release raises the total number of plugins offered on Fenric’s web store to eleven, several are free.
In my tests the base of the objects were moved more or less to sit directly in view of the render camera. Interestingly, the objects did not appear to be positioned in relation to their hotpoint, and some items were moved near to, but not directly in front of the camera. Clearly the purpose of the plugin is to make finding and repositioning objects in your scene easier, and should be helpful to anyone who creates large scenes with many objects.
A trial version of MOVE TO CAMERA is available on Fenric’s Downloads page and will work for about 10 minutes before timing out. The plugin license can be purchased for $5 http://fenric.com/wordpress/downloads/
We all love the convenience of Poser content in Carrara but tweaking every shader is a tedious task, especially when it is the same settings over and over: reduce the shiny highlights, remove the extraneous color multiply… . Shader tricks that control settings in Poser often have no equivalent in Carrara, leaving a trail of “junk DNA” in the shader tree. Meanwhile, common settings like the bump and shininess values for a figure’s “skin” are scattered across multiple shaders…. We’ve come to accept that the benefits of content outweigh the inconvenience of manually translating each of Poser’s shaders by hand, one by one.
But no more! Fenric has released his ADVANCED SHADER TWEAKER plugin which adjusts many multi-shader values all at once!
remove color multiply
remove extraneous alpha operations
Copy texture to bump
Bump amplitude value
Texture Filtering: Sampling, Gaussian, Fast MipMap
Enable Blurry Reflections
Reflection bounce depth
Index of Refraction
The usual suspects are addressed directly in the Assembly Room so you can tackle the most common problems immediately as you load items into your scene.
It works by selecting the model (or models) to have the shaders adjusted for, and select the “Advanced Shader Tweaker” option from the “Fenric” menu, located under the main “Edit” menu. All the model’s shaders are adjusted at once.
If you hold down the “shift” key while choosing the menu option, then the tweaker will start in “texture filter” mode, where only the texture filtering options will be displayed. Finally, a fix to Carrara 8.5’s insistence on changing every texture shader to Fast Mip Map!
The plug in is available now and costs only $10. A free trial version is available to download, and will operate for 10 minutes before automatically being disabled. http://fenric.com/wordpress/downloads/
In order to enable full functionality, a license key must be purchased at Fenric’s store. http://www.fenric.com
PySwarm for Carrara is a Python script by fractaldimensia specifically designed and written to use with DAZ 3D Carrara’s plug-in PyCarrara to manipulate and render realistic swarming object and other similar forms of group behavior in Carrara.
Historically, anyone who wanted to create an animation sequence that simulated flocking, herding, schooling, swarming, or other group behaviors had two options.
1) Create flight paths for each individual in the group. This can be very time consuming and prone to difficulties if you want to change any of the paths.
2) Use a replicator to create groups of animals. This can lead to animations that are not realistic enough because replicators require animals move in unison.
PySwarm offers a third and more flexible choice. Realistic swarming animation can be achieved by loading the PySwarm script into a text editor, selecting the behaviors you wish to simulate, tweaking a few parameters, importing the script into your scene, and rendering the resulting keyframe-based simulation.
An essential feature of PySwarm is that users of the script do NOT have to know how to program in Python to use it. The PySwarm script was engineered in a way that anyone who has Python and the PyCarrara plug-in installed on their computer can, with minimal effort, render complex-looking animation sequences.
Here are just a few examples of the kinds of animation sequences the PySwarm script is being designed to support.
Bees swarming around a beehive
Butterflies flying in an open field
A herd of horses running through a valley
An army of soldiers marching, but not in precise formation
Mechanical spiders swarming a futuristic fort
Predators moving through a large flock of prey (wolves and sheep, barracudas and fish, “bad guy”
moving through a crowd of people)
Two groups of fighter aircraft in close “fur ball” combat
download the latest PySwarm script (V.0.3.1) along with a Users Guide and two .CAR starter files to use with the script here:
The PyCarrara plugin can be downloaded here:
Luxus for Carrara by Spheric Labs has been updated to version 184.108.40.206
Users of the plugin will need to download the new version from the DAZ 3D website.
List of changes include:
– Production Frame and render match up perfectly.
– DOF parameters.
– Internal Saved Textures supported.
– Squelched some warnings related to textures.
– AreaLight bug that applied the light to multple shading domains when it should not have.
– Fixed Cloth.
– Rendering will not hang the Mac while LuxRender does its thing.
Zgock is back with a completely rewritten YAToon plugin for Carrara 8.x, still free but this time also open source.
Even a year long hospital visit could not keep zgock away from the keyboard and YAToon development.
– Improved Toon Painting
– Improved Line Drawing
Corrects some issues with inverted normals and fixes compatibility with soft-body physics.
Get it at the download page, where you also can get the free trial version before you buy it for only $3.
You will also find the other extremely cheap plugins by Fenric at the same download page, with free trials for all. There are also 2 free plugins, get them and support Fenric by buying his cheap plugins.
The Object Sequence Exporter uses a “baking” method to completely capture all of the vertex position
information about an animated object and exports it into a sequence of individual OBJ files, one for each frame.